Necrotic Grasp should fear.

Necrotic Grasp should fear.

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Posted by: Daecollo.9578

Daecollo.9578

Necrotic Grasp should apply 0.25 seconds of fear. (enough to cause procs/interrupt an attack or movement phase.)

It is very slow, one of the slowest attacks in the game, if it does hit you (aka you don’t avoid it.) you should be punished for it.

However, this should be beyond 500ish range, if its melee or close to melee it should poison or bleed the target instead. ((Spamming it where its close range should not fear. :P))

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(edited by Daecollo.9578)

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Posted by: Bhawb.7408

Bhawb.7408

The problem with it fearing, even a tiny duration, is that even with such a small duration, it is possible for it to tick damage. That means your auto attack on staff has the potential to proc Terror, which can hit for 1k easily (a significant DPS boost), plus you can double fear duration via traits/runes/condition duration food.

There is already a spammable AoE bleed on staff 2, and any condition damage build is already going to have the a 66% and 60% chance to proc bleeds with crits. You already get poison on staff 3 as well, and it isn’t hard to keep up 100% poison once you get past very small fights in PvP.

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(edited by Bhawb.7408)

Necrotic Grasp should fear.

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Posted by: Daecollo.9578

Daecollo.9578

The problem with it fearing, even a tiny duration, is that even with such a small duration, it is possible for it to tick damage. That means your auto attack on staff has the potential to proc Terror, which can hit for 1k easily (a significant DPS boost), plus you can double fear duration via traits/runes/condition duration food.

There is already a spammable AoE bleed on staff 2, and any condition damage build is already going to have the a 66% and 60% chance to proc bleeds with crits. You already get poison on staff 3 as well, and it isn’t hard to keep up 100% poison once you get past very small fights in PvP.

It should be like that. If that is how it is, it should be no problem adding even more then

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Posted by: flow.6043

flow.6043

I don’t think that it’s a problem that you could spec into it so you would get a 1k hit sometimes, given that necrotic grasp is not really that powerful in the first place.
But an interrupt on auto attack would be waaaaaaaaaay overpowered, even if it was “only” between 500-1200 range. The projectile is relatively slow but not so much that other players would be able to dodge/block/xxx it every 3/4 of a second. And with the staff (freeze+fear) it’s easy to keep a certain distance from your enemy.
The op-ness becomes even more apparent once there are more players from your team involved… to even stand a chance the opponet would have to stay permanently close to you while fighting the others! 2 necros on your team standing far enough apart could create a nomansland, shooting auto attacks at alternating intervals between the two of you would perma-fear anyone without a stunbreak to death once he’s caught in it.
There’s a reason why wail of doom has a 30 second cooldown, doom 20sec and reaper’s mark 40sec.

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Posted by: Bhawb.7408

Bhawb.7408

I don’t think that it’s a problem that you could spec into it so you would get a 1k hit sometimes

It would be a direct buff to already existing builds (terror), requiring nothing extra to them, and giving (let’s just assume he is talking about a .25 base duration) something over 50% uptime on the single strongest CC in the entire game, in addition to applying the single highest damage condition (by a huge margin).

Imagine a zerg of 20 Necromancers, just pressing 1, all with terror builds, and you’ll see why this is an issue. Frankly, hard CC of any kind would be an issue for similar reasons (such as if it gave a tiny knockback just to interrupt), you could never cast anything with an actual cast time, you’d just sit there eating damage until you gave up and logged out.

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Necrotic Grasp should fear.

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Posted by: flow.6043

flow.6043

I don’t think that it’s a problem that you could spec into it so you would get a 1k hit sometimes

It would be a direct buff to already existing builds (terror), requiring nothing extra to them, and giving (let’s just assume he is talking about a .25 base duration) something over 50% uptime on the single strongest CC in the entire game, in addition to applying the single highest damage condition (by a huge margin).

Imagine a zerg of 20 Necromancers, just pressing 1, all with terror builds, and you’ll see why this is an issue. Frankly, hard CC of any kind would be an issue for similar reasons (such as if it gave a tiny knockback just to interrupt), you could never cast anything with an actual cast time, you’d just sit there eating damage until you gave up and logged out.

Yes, my point exactly. It would be so op because of the CC, not because of the extra damage. Nobody could do anything about it if a 20-necro-zerg came along and the outcome would be the same even if they didn’t pick the terror trait.

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Posted by: Dredlord.8076

Dredlord.8076

you could never cast anything with an actual cast time, you’d just sit there eating damage until you gave up and logged out.

a couple of good ele’s can make you feel this way too though

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Posted by: wbonetwo.2196

wbonetwo.2196

I like this idea and maybe it should have a x amount % chance to proc a fear if it hits the target. Also make the projectile action move much quicker!

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Posted by: wbonetwo.2196

wbonetwo.2196

IMO I would really like the skill to be turned into a nuke type of skill…

Maybe necrotic grasp can act similar to “death coil” (World of Warcraft 2004). A nuke + chance to proc a fear.

I would much rather see necrotic grasp act this way instead.

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Posted by: Bas.7406

Bas.7406

Haha, no it’s a bad idea. No one would carry anything but a staff. even 1/4 fear is incredibly powerful for the control of it. Flow is hands on correct, the damage from terror isn’t the issue, the issue is if you were in melee, you could concievable maintain a constant CC.

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Posted by: Bhawb.7408

Bhawb.7408

a couple of good ele’s can make you feel this way too though

Ele’s don’t have CC, they can just heal a lot. They actually have counters, there is no counter to permanent, constantly reapplied, hard CC like this.

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Posted by: HiSaZuL.2843

HiSaZuL.2843

a couple of good ele’s can make you feel this way too though

Ele’s don’t have CC, they can just heal a lot. They actually have counters, there is no counter to permanent, constantly reapplied, hard CC like this.

Even d/d has some cc. Don’t confuse carrots with cabbage. <3
Also if you get creative with use of combos even more so. Just because you hardly ever see people use something doesn’t mean it doesn’t exist. Frankly something like staff ele and d/d ele doing a tag team would just be rage inducing. Unless you bring 1 shot thigs and they manage to simply instant burst you.
On the subject though… even though I think class needs a full rehaul. That is a terrible idea in so SO SOOOO many ways. As someone stated already any kind of spammable cc doesn’t matter form/duration would create an infite amount of abuse. Alternating wall of necros would be an effective impossible to get withing 1200 radius. Also imagine abuse on doing dungeons… 5 necros simply staff stamming their way though everything? That would just make everyone and their grandmother run 5 necros with haste sigils and maaaaaaaaaybe 4 necros + mesmer(again MAYBE probably not). With every example I gave I thought of another 10 ways to abuse it. Ah the wonderful mind of a guy who always plays mages -_-

(edited by HiSaZuL.2843)